Wednesday, March 22, 2006

Poached Lark and Mushroom Pie - Food and Drink of The Valley of Baryn

Food is an important part of the human culture of Vale. Rustic and earthy folk, the men and women of the valley have discovered a number of delicacies among the native flora and fauna. most meals include a mixture of vegetables, fruits, nuts and usually one or two meat dishes but there are several noteworthy dishes besides the common steak or mutton chop.

One of these is the poaching of birds of all sorts. The Haelic folk of the Vale seem to have an affinity for the slow-cooking of all manner of avian life from small song birds as appetizers to larger foul. Such dishes are often served with sauces mixed from cream and berries or jelly glazes.

Boar meat is one of the most common of the wild meats served. The native species of boars range in flavor from the musky, gamey flesh of the Razortusk to the spicey, almost peppery meat of the Blunt-Tusked Cliff Boar. Boar meat is often served with a minimum of seasonings, the flavor of the meat allowed to express itself. Sides are offered along with the boar and usually take the form of complimentary nuts and vegetables, often roots and tubors.

Along the rivers, many types of fish are served. Among them are several forms of dangerous, predatory gars and pike, the sort that take challenge to catch, but the rarest and most dangerous is the Bull Eel - a seven foot long eel noted for the horn-like growths above its eyes. Bull Eel is served boiled and whole, all its organs intact and a single eel can feed an entire family.

Mushroom Pie is a favorite baked good, the forest of the valley offering several varieties of hearty, meaty fungus that bake into fragrent, juicy pastries and pies. Often, the mushrooms are mixed with other vegetables and sometimes grains and carried as provisions. One variety of mushroom called the Hearthstool is as big as a serving platter and is sometimes roasted whole or breaded and fried as a food to be enjoyed at social functions.

A special kind of honey is obtained from the Reaper Wasps of the deep forests and it's red-hued sweetness is prized both for its flavor and its reputation as a love potion. Obtaining this honey is dangerous as the solitary Reaper Wasps protect their nests and clutches of eggs with suicidal zeal.

In the South, in Bethalport and the surounding villages, many kinds of seafood are to be had. From Saber Muscles and Shallow Loach Fish, the variety there is great. Cove Octopi are often cultivated in tidal pens and harvested at about a year old when their heads measure the size of a large dog. Cape Perch and Sea Harps (a golden-colored seal) are hunted through the traditional means of harpooning as the struggle these beasts go through in being netted poisons the meat.

Much prized among the Brinefolk are the sholes of Moon Tarpin that gather in the Autumn months under the harvest moon. At this time the tarpin are lulled into a sort of languid stupor as they get their bearings for their upcoming migration to the mosre southerly waters. Huge hauls of Moon Tarpin are brought in by the Portlock fishing fleets during these months, often requiring the recruiting of extra hands to take full advantage. During this time though a special hazard also visits the coastal waters off Vale - the Abyss Shark.

Abyss Sharks are so-called for the fact that their black bodies absorb light, making them nearly impossible to spot in the nighttime waters. Many fishermen have found themselve the victim of a nearby Abyss Shark simply because the predator was unseeable in the hazey night. During the gathering of the Moon Tarpin, these sharks are at their most agressive, using the abundance of easy prey to stock up on food so that they may begin their bi-annual mating duels. Finding oneself in the midst of a pair of duelling Abyss sharks is the sort of thing that rare survivors care little to speak of.

There are more delicacies in the land of Vale, but space does not allow a full disclosure, but the variety and ingenious use of the valley's abundance never ceases to amaze visitors to this rustic land.

Bethalport - The Briney South of Vale

The southern tip of Vale is populated by a gritty seafaring folk known as the Brinefolk. These salty folk have long plied the coastal waters, making their home port the town of Bethalport, named for Bethal Bay where is resides.

Though they are of the same Haelic racial stock as the other men of Vale, the Brinefolk have developed a distinct subculture all their own. Identifying strongly with the sea from which they glean their livelihood, the Brinefolk have their set of superstitions and beliefs.

Brinefolk tend to live a slightly more afluent lifestyle, gaining a tidy, more regular income from the sea. So much is the difference between the average wealth of an "Uplander" and a Brineman, that Brinefolk are often lampooned as gold-hoarding sea captains or farcical pirates. This of course is far fro mthe truth and the colelction of wealth by Brinefolk is for good reason.

The life of a Brineman is frought with even more danger than that of an Uplander. In the valley there are animals and monsters, but on the coast and at sea there are the elements. An average fishing voyage brings with it high seas, horrible conditions and frequent accidents and disaster. Sea monsters and hostile raiders can also be found off the coast and many ships have returned to port less men they left with or without all together.

It is due to this danger, more than anything else, that the Brinefolk amass their wealth in lavish homes for if anythign should happen to her husbands, brothers, and sons a Brinefolk woman may have no other source of income than that which makes up her home and the coffers of her departed.

Bethalport is one of the closest things Vale has to a true city. Still more like a large town, Bethalport is home to several large families of sailors known as "Portlocks" for the control they hold over certain landing spots and fishing grounds. Infringing on a Portlock's fishing ground or trying to land or sell fish at his dock is grounds for a skirmish and few Brinemen are loath to lavish their ire on a transgressor. In Bethalport these Portlocks have formed large unions of boatsmen and porters.

The men and women of these Portlocks keep the trade flowing through Bethalport, offering warehouse space to tradesmen moving goods up and down the River Nor and in and out of the port to the sea. Incoming goods are taxed and outgoing goods are moved by the labor of the Portlocks for a fee, all adding to the pockets of the Brinemen. This can make goods coming into and out of Vale very expensive.

Primary exports through Bethalport are furs, woods, minerals and exotic meats found upland in the valley. imports are often food goods from across the sea or around the coast, luxury goods, cloth and manufactured goods. There is a disproportionate amount of imported goodsinto the valley as the spread-out communities of the upland peoples does not foster large-scale industry. Self-sufficient communities still find themselves in need of the occasional manufactured tool which is often obtained either by a trip to Bethalport or through a roving trader.

Brinemen often run ferries full of goods up the rivers full of goods to spread from the various riverside towns into the valley. These river boats are veritable floating forts with high walls, oars and sails and defensible towers.

Though they are different fro mtheir Upland brethren, the Brinemen of Bethalport are still Haelic ans share that people's disdain for organized religion, choosing to base their beliefs on elemental forces and spirits of nature. They do differ, however, in that they have placed a disproportionate amount of trust and faith in the spirit of the seas, an entity known as Nadu, or the Father of Seas and in a ghastly sea devil named Gon who fits the nearest thing that any Brineman or Uplander will ever know to an arch-fiend. The Widders of the Brinefolk or often salty, hermit-like figures, living in coastal cave and cliff-side shanties. Often looked on with a bit more fear than those of the uplands, these Brine Widders are seldom approached unless absolutely neccesary.

As has been mentioned, coastal threats come in all forms, but most notable are the marauders from under the sea, a race of fishmen known and the Locathah. These creatures, though not evil, have a bitter emnity toward the Brinemen who often blame them for fowled nets and lost catches, whether true or not. This has lead to skirmishes in the past and built the strained relations of today. Locathah and Brinemen seldom encounter each other without a violent exchange and often Locathah will attack isolated boats while Brinemen waste no opportunity to snare and strand fishmen in the blistering sun or crush settlement in the shallows with a calously layed anchor. though Bethalport itself seldom comes under attack fro mthe Locathah, the same is not true for other smaller fishing villages and coastal settlements and the result of such a raid can mean much damage to property and the loss of lives.

I can be said the coast of Vale is not a harsh land but it is not without its dangers, making the folk that dwell there a colorful and intense people.

Hearth & Home - Dwellings in Vale






















There is a saying in Vale, that sums up the view of the home. "Some walls, a roof and a door. Windows, chimney, rooms and floor. A home is all these things, but much much more."

The Haelic folk that settled the valley brought with them their love of hearth and family and this can be seen in the care that they take in their homes. Though a great variety in homes can be found, determined by resources and means, the folk of Vale always do the best they can with what they have, often incorporating natural elements into structures to greater maximize what resources are available.

Central to any Haelic home is the main room and entry way known as the the "Halla" or "Portal Room". It is here that the majority of a Haelic family's homely assets will be focused. This is not for any petty sense of ego or need to display ones wealth but more for the simple fact that key to Haelic social structure is the open hopsitality that is paid to those that visit one's home. Guests to a home in Vale are treated to the best any family has, as long as such hospitality is not abused.

The second most important room in any Haelic home is the kitchen. Here the folk of Vale gather for meals, never straying too far from the place where the food is prepaired to consume it. It is thought that the closer one comes to the act of preparing the food, the more nourishing it will be to both body and spirit. For this reason, any mother or daughter in Vale will spend an amazing amount of time making sure that even the most meager of meals is given the utmost care and attention so that her family will have the most nourishing meal possible.

Such meals are rewarded with adoration and compliments from families and to forget to do so is the utmost in rudeness. No Haelic father or son of Vale would dare forget to thank his mothers, sisters or daughters for the hard work they put into making sure his table was the most grand it could be. It is not uncommon for The men of a house to clean up following a meal while their women take advantage of a moment's restand enjoy a warm drink and pleasant conversation while the meal is cleaned up.

Sleeping arrangements are often the most spartan of accomidations in Vale. This is not to say that they are not comfortable, but as they are for sleeping they are not given as great a priority as other areas of the home. Beds are often lined with comfortable down feathers or beaten straw or bowers, changed regularly. Blankets are woven from heavy whools from local sheep and goats or stitched together from softened hides and filled with more down or straw. Husbands and wives sleep together, often in the company of small children, while oder children and unmarried relations (sisters, cousins, aunts, in-laws, etc) share rooms usually no more than three to a room or as space allows. Where rooms are shared, each occupant sleeps in a pseronal set of sleeping wear and shares their space comfortably with others.

Accomidations for the privy are usually attached to the home by an interior door and a ditch that runs to a local stream or collection point. It is too dangerous in most places to have seperate privy facilities unless absolutely required by available drainage or some such. In households that require exterior trips to the facilities, there is often and a special light called a "Drungklaf" or "Pot Dagger" which can only be described as a cunning cross between a utility knife and a candle-holder. This device can be used to cut strips of fabric or leaves for cleaning or to fend off an angry beast in the dark fo the night.

All in all, the homes of the valley are best known for their warmth and inviting use of color. Pastel pigmants taken from local plants and minerals often make the homes seem to blend into their surroundings. It can be said that even the poorest folk in Vale live in better surroundings than some of the more well-off sorts in otherl ands.


Tuesday, February 14, 2006

Sisters of Scaera - Hedge Witches of Vale

Scaera is an ancient goddess of nature that was brought with the people of Vale when their ancestors first moved into the valley. A shadowy figure, mostly lost to the obscurity of the centuries and the move away from ancient gods, Scaera maintains an underground sisterhood of followers who use her wisdom and charms to better their people in secret.

Worshippers of Scaera tend to be fringe elements of Vale society, unable to quite fit within the rugged confines of the rustic lifestyle most adhere to out of necesity. Sisters of Scaera tend to be dreamy, often broody and emotional, finding themselve prone to flights of fancy and wistfulness. Such characteristics mark them as lay-abouts and lakc-lollies to most, but to the Sisters it is this willingness to embrace the eb and flow of life that gives them their power over others.

This is power to be wielded responsibly, however, and to fail to do so is to invite viscious retribution from the other sisters if not from Scaera herself. Sisters of Scaera are to be ever-vigilant of those things unnatural, harmful to their kin and threatenign to their communities. Central to their rites are the hearths and cooking fires of their homes and the sacred, isolated places within the forests where the veil between the world of men and spirits is at its thinnest and they can truely commune with the ancient folk that have long since quit the world.

The Sisters or Scaera'lan as they call themselves are healers, conjurors and mediums, binding ancient lore with folkish charms and even the occasional bit of well-timed advice. A Scaera'lan is as much a councelor to her community as she is a magical binder of wounds and a warder of evil and harmful spirits. Always present, but rearely in the forefront, it is said that in the Valley of Baryn a Sister has been there for every birth and ever death, presiding over every marriage and secret union.

How such a small order of outcasts and hedge witches has become so prominant is a mystery to most but it cannot be argued that the Sisters of Scaera are a true fixture of Vale's human settlements and communities.

Saturday, January 21, 2006

Rhymes and Regeneration - Trolls of the Dragon's Claw Mountains


Deep in the heart of the Dragon's Claw Mountains, under the Smoke Wyrm Spire is the Hall of Hoska the Troll King. Here are gathered the majority of the region's trolls, all living in a kingdom under the mountains. It is this kingdom, known and Trulsk that has been able to withstand the scourging armies of the dwarves.

The Trolls of the Dragon's Claws are not what are commonly thought of when one thinks of trolls. Rather than the near-bestial, thuggish creatures common to other parts of the world, they are crafty, wicked and guilesome. Similar in appearance, they are obviously related, though whether they are antecedents or descendants is not clear. What is clear is that though they are hairy, muscular, and brutish looking creatures this belies an incredible knack for wickedness and deceit.

The kingdom of Trulsk is home to thousands of trolls. At any given time, should the might of this kingdom be roused, an army comprising nearly 80% of the population could be mustered. If this were to happen, trolls armed with weapons and armor of trollish crafting would sally forth accompanied by mercenaries bought with the riches of their under-mountain kingdom. Orcs, goblins, even ogres and lesser trolls are more than happy to join or given little choice when a troll army musters against a foe. The trolls of Trulsk also make use of savage creature found deep in the earth to sew confusion and suffering among their opponents. Chief among these are the Nothgir, a subterranean predator of remarkable savagery and vile demeanor. When trolls take to the surface they do so accompanied by great war boars called Droth Boars, which are ridden as men would ride horses.

The Dragon's Claw trolls are physically strong and possessed of a great amount of hair both on their bodies and faces. Their teeth are irregular, sharp and cruel usually with tusks jutting from their bottom lips. Large noses, carrying a powerful sense of smell mark their visages and give them an almost comical appearance at times. Troll build is lanky but muscular making their might instantly apparent. The average troll stands a good double the height of the common man and weighs nearly thrice his weight.

Though they are armed with their own arsenal of natural weapons, iron-hard fists, claws like daggers and goring tusks, the trolls of Trulsk are keen metal-workers and forge not only swords of great quality but many are enchanted. Despite the quality of their weapons, the trollish weapons still convey the wicked and cruel natures of their makers. Spikes, barbs, wicked curves and horrible visages are common features of such weapons.

The trolls of Trulsk are a cruel but ordered in the sense that it is understood that the strongest, craftiest, most underhanded troll will dominate his fellows. To this end, trolls in powerful positions often maintain their power by maintaining the loyalty of their subordinates through gifts and bullying. A troll that cannot wield his power and presence cannot maintain his position. Because this can be difficult, the trolls of Trulsk have created a special magical bond similar in nature to a Geas spell called a Nok.

A Nok is established when two trolls enter into an agreement under the ritual auspices of a Nok Yen, or "Riddle of Bonding". Once a Nok has been set in motion, the troll is bound to it until one of the parties either releases him or breaks the terms of the Nok. This is not so easily done as most Noks provide for protections against treachery and the breaking of a Nok carries with it the price of a curse and the mark of a Nokbadin or "Nok-breaker" on the offender. This of course is a magically enforced morality that the trolls themselves only marginally adhere to by choice. Nokbadin are shunned by most trolls, though there is a shadowy unspoken rule that Nokbadin make great agents as they have little to lose and are quite eager to improve their standing by any means.

The Nok is just one example of the trolls' potent magic. Though they do have their spell casters known as Skulds, most trolls know some form of magic. Magic is key among troll society as a tool for getting the upper hand and for undoing the machination of those against you. All but the lowliest of troll thralls has at least a modicum of magical ability and at least a few spells or magical items at his disposal. Needless to say, the Skulds use this obsessive pursuit to their advantage, marketing their services and wears to those willing to offer up the greatest prizes.

Female trolls known as Huldra are possessed of a highly developed magical ability. It is fortunate that such females are rare. It is this rarity that makes them valuable assets and commodities among the trolls. Huldra also possess and innate magical shape-changing ability which makes them masters of deception and intrigue. Powerful trolls are usually made so by their wives and sometimes daughters or other female kin. Young Huldra are known for venturing into the world of men and snaring unsuspecting males with their charms and magic, damning them to a life of servitude and ultimately a grizzly death in the halls of the Trulsk. The Huldras' gift of change is the result of an ancient Nok entered into by the trolls at the dawn of time.

According to troll legends they were tricked into the Nok by a deity who grew tired of his people falling prey to the trickery of the trolls. This deity, a God of Men named Alsfar, tricked the great Troll King, Skrufti into entering into Nok with the god that would grant his daughter and all female trolls after her the ability to change her shape. Skrufti's motives were the deception and conquest of his human enemies. Alsfar however fooled the eager Troll King and worked in a clause in the Nok that provided that, "If Huldra's nature, her beloved sees, before the eve of wedding be, her heart's name should he speak, forever his true wife shall she be." From this day forth, all Huldra were cursed to remain in their true guise as a mortal woman if their suitors discovered their true nature and spoke their true name before the completion of their wedding night. Needless to say that the Huldra are very keen on avoiding this fate.

If not for their conflict with the dwarves under the mountains and the fact that there is little of interest to them in the valley, it is certain that the trolls would dominate all who call it home. Fortunately the dwarven holds vilgilance the vilgilance of elves and men prevails and keeps these beasts at bay, but no wanderer to the mountains or denizen of the settlements there can ever fully ignore the threat the pose.

Saturday, December 17, 2005

Gaman Duir - Great City of Gallow

Across the northern expanses of the Dragon's Claws, beyond the Gully Downs there is a rocky prominence upon which is build the principal city of the Kingdom of Gallow. This city, the only such city in the kingdom, is known as Gaman Duir, "Fortress of Lords". It is the capital city of Gallow and a formidable fortress to be sure. Perched upon it's lofty rock, it commands the open ground that surrounds it for miles. Within Gaman Duir can be found a host of Gallow's finest warriors including the Gwaeth, who are powerful and fierce horse warriors recruited from the Roth Thane, a barbaric tribe of horse nomads which settled in the eastern reaches of the Harian Steppes.

Gaman Duir is noted for its thick walls, carved from local rock and then fused through an ancient technique which uses intense fires to meld the cut stones back into the surrounding rock once they are placed. These walls are nearly impenetrable and have resisted centuries of attackers. The primary gate of Gaman Duir is known as the Hath Mor or "Hero's Gate" and is the only rout by which any force may approach the city. At it's center and highest point, the city is crowned by the Gaman Vald or "Hall of Lords".

The Gaman Vald is the home of the High Lady of Gallow, The Haria, and her household. From here, she commands her vassals, the various Clan Lords or Herns, and is protected by the Gwaeth, her personal bodyguard and shock troops. The Haria rules through strength and the clever manipulation of her Herns. Each Hern is in direct command of his clan but is beholdent to the Haria for land grants and the "official" validation of his claim to territory.

Also to be found in Gaman Duir are the mystical advisors to the Haria. A trio of sister witches known and Gulders. The Gulders are seers of renown and Haria for generations have cultivated their bloodline like a fine wine to perfect their powers of foresight. The sisters are present for all councils and the Haria often defers to them before making any major military or governmental decision. This is not to say that the Haria is dependent on them, but their value is widely accepted. Being sacrosanct, the Gulders are free to speak their prophecy without fear of reprisal. Even the Haria, by law, faces execution if she were to seek revenge for an unfavorable prophecy.

From Gaman Duir, the Haria maintains rulership over Gallow's vast open expanses all the while having the perfect vantage to watch the passes to the South that lead to the fertile valleys of of the Dragon's Claw Mountains and the Shire of Vale. It is also from here that raids into the Gully Downs are conducted in hopes of eventually taking that free-spirited, richly fertile region for the greater benefit of Gallow.

Wednesday, November 30, 2005

Thane Tribes - Barbarians of the Dragon's Claw Mountains

Deep in the Dragon's Claw Mountains are a race of men known as Thanes. These barbaric tribes are a savage lot, nearly as much as the orc they battle for dominance of the mountain expanses. Descended from the same folk that originally settled the region, the Thanes have reverted from their simple origins to a society of tribal warriors and superstitious folk bound by strict laws and codes of honor and taboo.

Central to any Thane village is its Sharl which is the principle shaman and political leader of the group. Sharl's are usually not the most physically able of their people but are without exception the pinnacle of cunningness and guile. Sharl's manifest their authority over their people through the subtle use of politics and the direct manipulation of spiritual and magical power. Most Sharls have a trusted band of servants who, though they may appear as simple functionaries, are usually quite adept in the ways of the warrior, the arts of deception and subterfuge. Such functionaries are known as the Sharl's Shrae.

Second and sometimes nearly equal to the Sharl is the most potent and respected warrior among a Thane village - its Thron. The Thron is a warrior of renown, selected by his people and then subjected to a lengthy process of trials directed by the Sharl. This "approval" process is known as the Kining and it is this process which ultimately decides if a village will get the Thron of its choice. Oddly, few prospective Throns seem to fail their trials. This is due in part to a very complexbit of politics which is know to go on in secret between the Thron, his proponents and the Sharl. It is generally accepted that allowing some other Thron to rise to power within the fringe-bound villages of the Thane would be potentially disastrous.

Thanes make few distinctions between men an women, with both genders fulfilling many of the same roles in their society. Though women are expected to bear children, this is done as a functional practice. Given the tough, physically demanding life of the Thanes, their womenfolk have little difficulty in preparing for the riggers of childbirth and then recovering into a strong, ready warrior mother. Children among the Thanes are considered the children of all adults in the village and take their education and upbringing from any and every adult without exception. So open is this fostering that there are no conventions of heredity in the Thane society with each adult swearing the inheritance of their worldly possessions on their death, a declaration held sacred. Every Thane village has a strong warrior core with the adults and children protected by them as prized treasures.

Though savage and considered vulgar by most civilized people, Thane daily life is designed to enforce the necessity of strength and cunning in the day to day life. Thane warriors are known to decorate themselves with their wealth, wearing precious metals in the form of jewelry and body decoration. Exploits and moments of note in a Thane's life are often recorded through the practices of tattooing and ritual scarring, marks worn with pride and no shame (some Thane are known to tattoo themselves in quite provocative places).

A Thane village is arranged in a radial arrangement with the Sharl's large central Domu hut at the center. The Domu is part council chamber, part temple. It is here that the Sharl meets with the village elders and practices the rites of his craft. Around the Domu are several stone longhouses, each housing from 10-20 Thanes. Each longhouse is an open common room with a private chamber divided off at one end for the headman of the longhouse. The headman is that longhouse's representative to the tribal council.

A Thane village also includes several structures for specific trades and crafts - tanning huts, smoke houses, smithies, drying sheds and storage huts for various dried goods (mostly berries and roots). Around the village, providing a barrier to marauders is a thick stone-faced, log palisade with several watch towers and a signal tower along its parameter. In times of need, the flare atop the signal tower is ignited to alert the Thane of that village and other nearby settlements of that need.

In all the western peaks of the Dragons Claw's there are known to be some two dozen or so Thane tribes totaling to 4000 or more barbarians. If not for the fractured nature of these tribes, the Thanes would surely be threat to any living near them. They are however unable to unite unless presented with a common threat. There is constant conflict on local levels between the Thane tribes and the local Unman tribes.

Sunday, November 20, 2005

Wintermeet - Celebration of Winter Solstice

In the wilderness of the valley, the human people have found ways to keep themselves connected to their neighbors. Central to their Winter festivities is the celebration of Wintermeet. Originally just a mid-winter trade gathering, it has grown over time, into a holiday in its own rite. Marked by family and community gatherings, feasts and general festivities, the holiday of Wintermeet is celebrated on the Winter Solstice before travel becomes too perilous and most settlements are locked by snow, ice and cold-savaged beasts.



Wintermeet has been "glorified" further by the inclusion of the elves in its observance, adding a sense of magic, wonder and splendor. During the first night of the holiday's seven day observance, hopeful children waits by their windows, eager for a glimpse of the elves' midnight procession - a display of magic and pageantry specifically for the purpose of the holiday.

Though the festivities of Wintermeet are marked with feasting, games, stories and the exchange of goods and gifts, trade also occurs during these gatherings. It is not uncommon, however, for a certain generosity to be extended to those who may not be able to afford the asking price. The elves, who will have arrived during the dark hours will have set up a wonderful gift display for the community they are visiting,always seeming to include those things most needed by the folk of the settlement or township.

Festivities continue for a full three days and then the various families and groups part company in a final twilight feast, usually enjoyed in the brisk outdoor air, warmed by roaring fires and elven magic. It is not uncommon for some of the elves to escort their human friends through the cold winter wilderness to the safety of their homes.

Way Inns - The Travellers' Resting Place


In the sparsely populated Valley of Baryn, a traveler can often find himself cut off from any civilization for days, perhaps even weeks at a time. In answer to this, the people of Vale have established an institution known as the Way Inn. Way Inns are large inns, far beyond your local rest spot. Nearly a settlement in their own rite they offer accommodations beyond simple room and board, often keeping at least a blacksmith and often a tailor and/or outfitter or other services on hand. Though many of these Way Inns are family establishments, some are cooperative ventures between local craftsmen and traders.

Though each Way Inn is different and varies in size from a single large building, to several buildings standing in a cluster, and all the way to a full enclosed collection of building, protected by a defensive wall (mainly in troubled spots and near the mountains' edge), they all have a few things in common. Catering to weary travelers, they all make an attempt to satisfy the needs of travelers who may have been away from home for a long time. To this end, simple things such as baths, good food, comfortable beds, strong drink and friendly service are a must. Most Way Inns have a staff of dozens including many cooks, servants, a talented hunter (responsible for finding the finest game) and no small number of armed wardens.

As has been mentioned, other services are often available, either by specific intent by the inn's owner or as a proxy business or cooperative venture developed in partnership with the inn. One constant among these services is blacksmiths who know that such inns are a sure place to find work repairing wheels, armor, weapons and other common wares. Bower and fletching services are also commonly available as most way inns have a huntsman on hand or retainer who is glad to earn the extra coin. Less common but by no means infrequent are such services as healers, apothecaries, even scribes or map makers. Also available, mostly near the mountains, are assayers and money changers. In some cases a chapel will be attached to the Way Inn which may provide any of these services through the clergy there.

Way Inns can be vulnerable at times, due to their isolation and the small number of people living at their locations. Even the best defended Way Inn is no match for anything greater than a small raiding force. Most Way Inns greatly rely on hired help or the assistance of local wardens or wandering rangers, but such assistance is sporadic. As such, a Way Inn usually keeps a good network of informants and scouts on retainer to help them predict when a threat may be nearing and so take appropriate action. Such tasks are a good source of income for wandering warriors, sell-swords or adventurers between quests.

Way Inns are an institution in Vale and there are some that have reached a certain level of renown through reputation or in some cases, such as the Willow Brook Inn, through song and tale. Such inns are usually much more frequented than others due to their fame and can rely on more aid than others.

Wednesday, November 16, 2005

Whispers in the Trees - Elves in the Valley of Baryn



To the East of the Valley of Baryn, across the Dragon's Claws can be found the elven kingdom of Ilithenor. Though this land has little to do with Vale itself, its people do travel to the Valley of Baryn for a number of reasons and have for thousands of years, for the valley holds a very sacred place to the Elves - The Shrine of Imin Thiel.

Since the days when they left the valley, the elves have never tried to return to make a home. No living person can say for sure why this is and any elf asked will not share the secret. However, this is not to say that there are no elves in the valley and transient elves and small groups of local "residents" are common. These high folk are welcome guests among the humans of the valley, bringing luxurious trade goods, fare music and ancient tales of a time long gone.


Huntsmen and Rangers
The most commonly encountered elves in Vale are roving bands of warriors. These youthful (by elvish standards) and often brash warriors tend to be of noble blood and bearing. They venture across the Dragon's Claws tracking prey either for sport or to avenge some transgression in their homeland. Well-armed and equipped these elven warriors are welcome allies in times of trouble and often come to the rescue of Vale's simple, often vulnerable folk. More than once, one of these adventurers has found his way into the hearts of the men of Vale and even settled down to start a family, giving Vale its few Elfkin (half-elves).



The Willow Lodge
The only truly permanent elven settlement in the Valley of Baryn is a trading post known as the Willow Lodge. Here, nestled under the bows of a copse of ancient Moon Willows, an elvish merchant lord by the name of Celethaen has held court for three-hundred years, offering shelter to elven travelers in the valley and a place to stockpile those things the elves wish to take from the valley. A powerful soul, Celethaen commands a skilled band of warriors, hunters and a talented collection of skilled craftsmen. He is no overlord, however, and the halls of the Willow Lodge are always open to man and elf alike.



The Shrine of Imin Thiel
Thousands of years ago, before the coming of man and dwarf alike, a majestic temple to the elven gods was found at the heart of the Valley of Baryn, then known as the Bower of Iluthiel. This temple, called Imin Thiel or "Temple of Heart" was a center of elvish spirituality and even after the elves left the valley drew them in numbers for annual pilgrimages. Following the devastation of the temple at the hands of an enemy whom the elves refuse to speak of, the ruin has become a monument to the elves folly and the loss they suffered for it. Manned by a dozen or so priests at any time, the ruins of the once great temple now stand as an open-air shrine where elves come to pay respects and where any of the valley's fair folk can seek mercy and aid.



Elf and Man
As has been mentioned, elves have for some time visited and mingled with the people of the valley. This mingling sometimes turns into a desire to remain in the valley. Whether to be closer to their heritage, friends, a trade or a newfound loved one, the result is always a boon to the local community. This co-mingling of bloodlines and cultures has produced a lasting element in the valley - Elfkin.


Elfkin is the name given to the product of unions between elf and man. Though they are rare, Elfkin combine the best of both species into an often greater being. Elfkin are agile and sturdy, fair and well-built. They are not as rough as men, but do not suffer the frailties of the elves.


Sunday, November 13, 2005

Harrowers of The Vale - Humanoids in the Valley of Baryn


The Valley of Baryn is surrounded on all sides save the South by the lofty peaks of the Dragon's Claw Mountains. These mighty, volcanic peaks are home to dwarves, trolls, giants and all manner of ill-blooded ilk. Most notable among these, however are what are known as the Unman Tribes - savage bands of orcs, goblins and bugbears who, though native to the region have been pushed to the fringes by men and dwarves alike.

The Unman Tribes once populated the entire valley, breaking themselves into territorial bands and tribes and squabbling and warring with one another. Nobody is sure if they are originally from the isolated valley, but it seems obvious they were the first to settle there and may have been in place for several thousand years before the coming of the dwarves. Now, the Unman Tribes are cut back and reduced from their once great mastery of the valley and the mountains that coddle it.

First to combat the Unman Tribes were the dwarves, who upon finding the Dragon's Claw Mountains rich in metals, precious stones and useful minerals, drove the orcs, goblins and others as far out of the mountains as possible. After the dwarves had finished with the work of evicting the Unman Tribes, the western peaks of the Dragon's Claw Mountains were nearly devoid of any major humanoid presence. All that remained were scattered, desperate, but particularly savage bands, the rest either having been eliminated or moving into the surrounding peaks and the valley itself.

Those that moved into the surrounding peaks become the most savage and desperate, having to eke out an existence on the windy, cold cliffs and crags of the Dragon's Claws. These went on to become such noted tribes as the Grim Skull and Mangled Hand orcs as well as the Goblins of Terror Peak. Those that joined their brethren in the eastern peaks of the Dragon's Claws were forced into conflict with those tribes and clans that already made those mountains their home and either were withered to shrunken bands or joined forces with the existing bands to make even stronger bands.

Those creatures that took refuge in the thick, dark forests of the valley itself were quite successful, taking advantage of plentiful food and changing to a new above-ground existence. Such creatures became bolder, less bothered by the rays of the sun, though they never became accustomed to direct sunlight. With more food and more room to move, they were less pressured by the limited resources of their mountain brethren and grew stronger with larger tribes. These large clans, mostly goblins, were the first contacts the early human settlers would face.

The initial conflicts between the humans and the goblins were much more in favor of the goblins. Their numbers, knowledge of the area and simple-minded cunning made the goblins of such clans as Broken Tusk, Wormwood, Toadstool, and Night Wolves and Dire Moon a daunting opponent to the human settlers. If not for a strong spirit and some late assistance from the dwarves and a traveling band of elves, visiting their ancient Shrine of Imin Thiel, the struggling settlers surely would have been put down by the vicious goblins and their allies.

But the humans did survive and once more the Unman Tribes of the Valley of Baryn were reduced to the fringes, scuttling back up into the mountains and into the tunnels of the eastern peaks of the Dragon's Claws and the dark parts of the valley's forests. They are not to be forgotten however.

To this day, the Unman Tribes of the valley and the mountains make their presence known, constantly raiding and predating the people of the region be they man, dwarf, or elf. Several of the tribes are still quite strong, especially in the fringe lands of the North on the borders of the Gully Downs. In that place the orcs of the Grim Skull and Mangled Hand clans still find their numbers swelling. In the valley proper, the Wormwood and Dire Moon goblins have bolstered into two large bands, carving out a crude nomadic lifestyle, always keeping themselves two steps ahead of any rangers and wardens who might seek their undoing.

Thursday, November 10, 2005

The Shire of Vale - The Holds of Men in The Valley of Baryn


It can be said that the people of Vale are a simple folk, but to do so would be to greatly under-sell them. When I first arrived in Vale, I was taken immediately by how closely its people choose to live with their environment. This is not to say that they do not exploit the resources of the region, but that they always have, in their mind, that which is the least damaging and more natural of ways to do so.

Vale is a complicated place, being void of a central government and reliant upon the civility of neighbors for any greater organization beyond the local township, one could imagine there to be a great deal of chaos. This is, of course, far from the truth. An unwritten but universally accepted rule is abided by almost every township, honoring the individual laws and rules of whatever town, village or settlement you are in. Breaking this covenant is a sorely frowned upon act and usually met with the level of disdain and reaction that such a treacherous betrayal of universal trust and kinship should. The rules and morals of these holdings is not completely random, however, as most of Vale's people come from the same original founding people who settled this place over a thousand years ago.

Ethnically speaking, the people of Vale are a dusky-skinned folk from an ancient race of seafolk who settled here during the Age of Lore. Skin tones run from an olive tone to a rich copper color with hair usually of a red or brown color, but going as dark as black. A thousand years of mingling with traders and immigrants from across the northern mountains has brought fairer skin and hair into the valley shire. The folk of Vale tend to run the middle when it comes to height averaging about 5' 8" for men and 5' 4" for women. Their build is a stocky one and though strong and powerful at their core, they always seem "well-fed" and softened. The language of Vale is known and Haelic and is a more guttural, rural derivative of that spoken in their native land of Haelden.

The Haelic people of Vale are a very equal society with men and women holding nearly equal positions in societies. This has stemmed from the stark nature of their existences and the need for everyone to be a fully functional part of their society. Though the day to day domestic duties usually fall to the mothers and wives and eldest daughters while men and sons take care of the more physical duties - hunting, fighting, farming, etc, these are not mutually exclusive by gender. For a son to help his mother with her household chores and a daughter to spend time in the woods with her father is encouraged and considered a sure way to foster well-rounded children who will more likely maintain happy marriages and foster stronger family bonds, an essential in this wilderness land.

The average family in Vale has anywhere from three to six children and most are spaced close together. The Haelic people of Vale believe in having all the children they are going to have quickly while things are good as you never know when things might take a turn for the worse and make for a risky pregnancy, birth, or both. Children are cherished members of communities and it is not uncommon for one or more younger ladies to take on the duties of caring for large collections of children from several families. Such groupings are known and Fosterings and are a central part of the Haelic child's early upbringing. Children are considered capable of adult responsibility at the age of 14 and it is at this time that they become a fully contributing member of their society.

As it has been mentioned before, Vale and the Valley of Baryn is a rich place. The people of Vale are farmers, woodsmen, hunters, miners, herders and craftsmen of all sorts. Haelic herders of Vale are known for the luxurious wool and goat hair knits that they make out of their local breeds. Haelic horses are a stout breed standing only slightly taller than a pony with a longer, bushier hair. Cattle is not well-known in Vale, the large beasts taking up far too much space to raise successfully, but there is a breed of local ox which is used for labor. The local dog breed, a half-wide crossbreed with local wolves is known as the Kopsehound and is renowned for its ability to track prey over great distances and through the thickest of underbrush.

At the southern end of the valley where it rolls down into Bethal Bay and the town of Bethalport, the men here are a stern breed, stoic and with a particularly gruff sense of humor. Brinefolk as they are known, called so because of the scent of salt and sea that seems to permeate every bit of them. Here the normal Haelic culture is tinged with that of a maritime tradition and the interaction that comes with the various tradesmen that make this rustic port a trading post as well as a fishing port. Brinefolk like to keep houses which are made more lavish than those found elsewhere in the valley. Much of this has to do with the profits to be earned through trade but also in that much of the life of a Brinefolk wife is spent at home, her luxuries the only solace during her husband's and sons' long absences at sea. This "upper scale" lifestyle has brought the term, "Brine Wife" into play, even in the northern parts of the valley where it is seen as a particularly nasty remark in reference to a lady.

The folk of Vale are what most would call rustic and prefer it that way. The simple lives they lead are full of richness and true character which has gone from most of the nations of men. They protect this freedom with a steadfastness that goes well beyond simple home defense. Outsiders are not shunned by these kind-hearted folk and it is often said that the people of Vale are far too trusting of strangers, but for them to have it any other way would be to turn their backs on the beliefs they have striven so hard to shape and maintain.


Wednesday, November 09, 2005

Valley of Baryn

The Valley of Baryn is an ancient glacial valley, deep and bowl-shaped and lush with ancient fertility. To the East and West the valley is flanked by the "talons" of the Dragon's Claw Mountains and to the South by Bethal Bay. The northern expanses of the valley roll into a pass over which can be found a great expanse of fertile land, known as The Gully Downs, that feeds into the wide plain.


The valley is covered in a bounty of trees both evergreen and deciduous. Pastures and fertile farmland are fed by dozens of streams, rivulets and rivers that wash down from the mountains and gather on their journey to the ocean in the form of the River Nor. Throughout the valley game are plentiful with deer, boar, geese, wild hens, bear and fox among others being found in most parts. On the mountainsides, goats, sheep as well as giant marmot and stone toads.


With the coastal winds blowing in from the South, the valley enjoys a very mild climate for being in the mountains. However, at the northern-most extreme of the valley's sloping hills and gullies, the temperature is markedly colder than on its coastal low point.


The Valley of Baryn is home the Shire of Vale, a nation of free-landed men who hold together for mutual protection and benefit. Dozens of towns, villages and settlements decorate the rolling countryside of the valley, each having its own form of government either centrally or in union with other nearby settlements. Trade between the holdings is common and mostly necessary and there is little in the way of hostility between townships and such.


All in all, the Valley of Baryn is near an idyllic place as you can find, though it does have its dangers. Though the dwarves of Har Hundir firmly control the interiors of the mountains to the West, the hillsides and rocky cliffs of both the eastern and western talons of the Dragon's Claw Mountains are home to savage tribes of orcs and goblins. Also in the eastern peaks can be found orgres and giants. The skies over the valley are also marked by the occasional wyvern, giant bird of prey. Wolves and great bears haunt the dark woods in the valley and mountains alike as do the mighty Irontusk Boars - gigantic, scyth-tusked boars with hides tough enough to turn blade and arrow alike.

Despite the dangers and isolation, the Valley of Baryn and the Shire of Vale have become a much-loved home for men and dwarves alike.

Tuesday, November 08, 2005

Homeland: There's No Place Like Home - For Adventure

Homeland is my new Dungeons and Dragons: 3rd Edition campaign that I'll be starting this Winter. The concept of Homeland is just what its name implies - a tale of the character's homeland and all the adventures that can occur close to home.

The idea was for a game that would center around a very detailed and fleshed out central location which the players would either be residents of natives of. In the game we would try to keep as much of the action as close to home as possible. This is not to say that the characters will never leave their home but I do want to keep things centralized as much as possible to enhance the grounded, emotional context of the game.


Hopefully all will go well. So sit back and enjoy the ride with me.
My hope is that the players will become invested in the setting as much as I, its creator, have become. If all goes well, the players and their characters will find themselves intertwined and eventually wound up in the trials and tribulations of the land they call home. Not only does this give them a chance for rich character development, but it also gives me a rare opportunity to develop a vast panoply of characters, settings and other features. World building on a micro scale.

Thanks,
Eli